354 lines
11 KiB
Lua
354 lines
11 KiB
Lua
local lib = {}
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local function add(t, v)
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for i = 1, #t + 1 do
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if t[i] == nil then
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t[i] = v
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return
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end
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end
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end
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function lib.reorder()
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local temp = {}
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local top = {}
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local bottom = {}
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for _, i in pairs(_G.windows) do
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if i.alwaysOnTop then
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top[#top + 1] = i
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elseif i.alwaysBelow then
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temp[#temp + 1] = i
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else
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bottom[#bottom + 1] = i
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end
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end
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_G.windows = bottom
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for _, i in pairs(temp) do
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_G.windows[#_G.windows + 1] = i
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end
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for _, i in pairs(top) do
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_G.windows[#_G.windows + 1] = i
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end
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end
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-- hex <-> color bit lookups (Lua 5.1 safe)
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local HEX = "0123456789abcdef"
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local hex_to_color, color_to_hex = {}, {}
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for i = 1, 16 do
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local c = HEX:sub(i, i)
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local v = bit32 and bit32.lshift(1, i - 1) or 2 ^ (i - 1)
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hex_to_color[c] = v
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color_to_hex[v] = c
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end
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local function normalize_color(c)
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if color_to_hex[c] then return c end
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if type(c) ~= "number" or c < 1 or c > 0xffff then
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error("Colour out of range", 2)
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end
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-- match base's parse_color: coerce mask -> highest set bit (power-of-two)
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return 2 ^ math.floor(math.log(c, 2))
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end
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local function clamp(v, lo, hi) return (v < lo) and lo or ((v > hi) and hi or v) end
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function lib.create(name, w, h, x, y, do_not_add)
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local sx,sy = term.getSize()
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if not x then x = sx/2-w/2 end
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if not y then y = sy/2-h/2 end
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w = math.floor(w + 0.5)
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h = math.floor(h + 0.5)
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x = math.floor(x + 0.5)
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y = math.floor(y + 0.5)
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-- x,y are metadata for you; renderer can use them
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local t = {
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name = name,
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w = w,
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h = h,
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min_w = 3,
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min_h = 3,
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x = x or 1,
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y = y or 2,
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-- column-major buffer: buffer[x][y] = {char, tc, bc}
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isFullscreen = false,
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buffer = {},
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cursorX = 1,
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cursorY = 1,
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textColor = colors.white,
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bgColor = colors.black,
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cursorBlink = false,
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resizable = true,
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draggable = true,
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decorations = true,
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alwaysOnTop = false,
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alwaysBelow = false,
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closing = false,
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_palette = {}, -- optional local palette store
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}
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local function init_col(xi)
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if not t.buffer[xi] then
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t.buffer[xi] = {}
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for yy = 1, t.h do
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t.buffer[xi][yy] = { char = " ", tc = t.textColor, bc = t.bgColor }
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end
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end
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end
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function t.clear()
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for xi = 1, t.w do
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init_col(xi)
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for yy = 1, t.h do
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local cell = t.buffer[xi][yy]
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if not cell then cell = { char = " ", tc = t.textColor, bc = t.bgColor } end
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cell.char, cell.tc, cell.bc = " ", t.textColor, t.bgColor
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end
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end
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t.cursorX, t.cursorY = 1, 1
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end
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function t.current() return t end
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function t.redirect() end
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function t.clearLine()
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local y0 = t.cursorY
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if y0 < 1 or y0 > t.h then return end
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for xi = 1, t.w do
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init_col(xi)
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if not t.buffer[xi][y0] then t.buffer[xi][y0] = { char = " ", tc = t.textColor, bc = t.bgColor } end
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local cell = t.buffer[xi][y0]
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cell.char, cell.tc, cell.bc = " ", t.textColor, t.bgColor
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end
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-- base keeps cursorX unchanged
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end
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function t.getSize() return t.w, t.h end
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function t.setCursorPos(x0, y0)
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-- do NOT clamp; let writers clip like base window
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t.cursorX = math.floor(x0)
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t.cursorY = math.floor(y0)
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end
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function t.getCursorPos() return t.cursorX, t.cursorY end
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function t.setCursorBlink(b) t.cursorBlink = not not b end
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function t.getCursorBlink() return t.cursorBlink end
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function t.setTextColor(c) t.textColor = normalize_color(c) end
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t.setTextColour = t.setTextColor
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function t.getTextColor() return t.textColor end
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t.getTextColour = t.getTextColor
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function t.setBackgroundColor(c) t.bgColor = normalize_color(c) end
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t.setBackgroundColour = t.setBackgroundColor
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function t.getBackgroundColor() return t.bgColor end
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t.getBackgroundColour = t.getBackgroundColor
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function t.isColor()
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return term.native().isColor()
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end
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t.isColour = t.isColor
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-- Palette passthrough: store locally; renderer can apply
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function t.setPaletteColor(col, r, g, b)
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if type(r) == "number" and g and b then
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t._palette[col] = { r, g, b }
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elseif type(r) == "number" then
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-- assume 0xRRGGBB integer (no bitops)
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local v = r
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local R8 = math.floor(v / 65536) % 256
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local G8 = math.floor(v / 256) % 256
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local B8 = v % 256
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t._palette[col] = { R8 / 255, G8 / 255, B8 / 255 }
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end
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end
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t.setPaletteColour = t.setPaletteColor
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function t.getPaletteColor(col)
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local p = t._palette[col]
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if p then return p[1], p[2], p[3] end
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-- base always returns numbers; fall back to native
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return term.native().getPaletteColour(col)
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end
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t.getPaletteColour = t.getPaletteColor
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-- write/blit: mutate buffer with clipping; let cursor run past width
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function t.write(str)
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str = tostring(str)
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local y0 = t.cursorY
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for i = 1, #str do
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local x = t.cursorX + i - 1
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if x >= 1 and x <= t.w and y0 >= 1 and y0 <= t.h then
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init_col(x)
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if not t.buffer[x][y0] then t.buffer[x][y0] = { char = " ", tc = t.textColor, bc = t.bgColor } end
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local cell = t.buffer[x][y0]
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cell.char = str:sub(i, i)
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cell.tc, cell.bc = t.textColor, t.bgColor
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end
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end
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t.cursorX = t.cursorX + #str
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end
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function t.blit(text, textColors, bgColors)
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if type(text) ~= "string" then error("bad argument #1 (expected string)", 2) end
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if textColors and type(textColors) ~= "string" then error("bad argument #2 (expected string)", 2) end
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if bgColors and type(bgColors) ~= "string" then error("bad argument #3 (expected string)", 2) end
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if textColors and #textColors ~= #text then error("Arguments must be the same length", 2) end
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if bgColors and #bgColors ~= #text then error("Arguments must be the same length", 2) end
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textColors = textColors and textColors:lower() or nil
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bgColors = bgColors and bgColors:lower() or nil
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local y0 = t.cursorY
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local n = #text
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for i = 1, n do
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local x = t.cursorX + i - 1
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if x >= 1 and x <= t.w and y0 >= 1 and y0 <= t.h then
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init_col(x)
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local ch = text:sub(i, i)
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local tch = textColors and textColors:sub(i, i) or nil
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local bch = bgColors and bgColors:sub(i, i) or nil
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local tc = tch and hex_to_color[tch] or t.textColor
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local bc = bch and hex_to_color[bch] or t.bgColor
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local cell = t.buffer[x][y0] or { char = " ", tc = t.textColor, bc = t.bgColor }
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cell.char, cell.tc, cell.bc = ch, tc, bc
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end
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end
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t.cursorX = t.cursorX + n
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end
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-- scroll: supports positive (up) and negative (down)
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function t.scroll(n)
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n = math.floor(n or 1)
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if n == 0 then return end
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local absn = math.abs(n)
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if absn >= t.h then
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-- clear all rows to new empty lines with current colors
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for xi = 1, t.w do
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init_col(xi)
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for yy = 1, t.h do
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local cell = t.buffer[xi][yy] or { char = " ", tc = t.textColor, bc = t.bgColor }
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cell.char, cell.tc, cell.bc = " ", t.textColor, t.bgColor
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end
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end
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return
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end
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if n > 0 then
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-- move content up
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for xi = 1, t.w do
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init_col(xi)
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for yy = 1, t.h - n do
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if not t.buffer[xi][yy] then t.buffer[xi][yy] = { char = " ", tc = t.textColor, bc = t.bgColor } end
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local dst, src = t.buffer[xi][yy], (t.buffer[xi][yy + n] or { char = " ", tc = t.textColor, bc = t.bgColor })
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dst.char, dst.tc, dst.bc = src.char, src.tc, src.bc
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end
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for yy = t.h - n + 1, t.h do
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local cell = t.buffer[xi][yy] or { char = " ", tc = t.textColor, bc = t.bgColor }
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cell.char, cell.tc, cell.bc = " ", t.textColor, t.bgColor
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end
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end
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else
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-- n < 0 : move content down
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local k = -n
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for xi = 1, t.w do
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init_col(xi)
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for yy = t.h, k + 1, -1 do
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local dst, src = t.buffer[xi][yy], t.buffer[xi][yy - k]
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dst.char, dst.tc, dst.bc = src.char, src.tc, src.bc
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end
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for yy = 1, k do
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local cell = t.buffer[xi][yy]
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cell.char, cell.tc, cell.bc = " ", t.textColor, t.bgColor
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end
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end
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end
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end
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-- input hooks (no-op; your UI can override)
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function t.clicked(xc, yc, button) end
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function t.released(xc, yc, button) end
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function t.dragged(xc, yc, button) end
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function t.scrolled(dir, xc, yc) end
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function t.char(ch) end
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function t.key(key, is_held) end
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function t.key_up(key) end
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function t.resized(w,h) end
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function t.closeRequested() t.closing = true end
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function t.close()
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t.closing = true
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end
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-- ---- Compatibility shims with base window (no rendering inside) ----
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function t.getPosition() return t.x, t.y end
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function t.reposition(nx, ny, nw, nh, _new_parent)
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nw = math.floor(nw + 0.5)
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nh = math.floor(nh + 0.5)
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nx = math.floor(nx + 0.5)
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ny = math.floor(ny + 0.5)
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if type(nx) ~= "number" or type(ny) ~= "number" then error("bad position", 2) end
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t.x, t.y = nx, ny
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if nw and nh then
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if type(nw) ~= "number" or type(nh) ~= "number" then error("bad size", 2) end
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local newbuf = {}
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for xi = 1, nw do
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newbuf[xi] = {}
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for yy = 1, nh do
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local from =
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(t.buffer[xi] and t.buffer[xi][yy]) and t.buffer[xi][yy]
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or { char = " ", tc = t.textColor, bc = t.bgColor }
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newbuf[xi][yy] = { char = from.char, tc = from.tc, bc = from.bc }
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end
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end
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t.buffer, t.w, t.h = newbuf, nw, nh
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end
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end
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function t.fullscreen(fullscreen)
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t.isFullscreen = fullscreen or not t.isFullscreen
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end
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function t.redraw() end -- renderer handles this elsewhere
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function t.setVisible(_) end
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function t.isVisible() return true end
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function t.restoreCursor() end
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-- initialize
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t.clear()
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if not do_not_add then
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add(_G.windows, t)
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lib.reorder()
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end
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return t
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end
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return lib
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